#version 330

// Model View Projection matrix
uniform mat4 MVPm;

layout( location = 5 ) in vec3 IN_Position;
layout( location = 6 ) in vec3 IN_Normal;
layout( location = 7 ) in vec3 IN_Tangent;
layout( location = 8 ) in vec3 IN_Binormal;
layout( location = 9 ) in vec2 IN_TexCoor;

out vec2 texCoord;

void main(void)
{
	gl_Position   = MVPm * vec4(IN_Position, 1.0);

	texCoord = IN_TexCoor;
}